Synergist (5e Class)

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Fighting against insurmountable odds, a Knight gets thrown back by the blast of an evil Warlock. Just when the situation turns from bad to worse, the knight feels an intense rush of energy as a fellow warrior charges in, invoking spell after spell to build up his allies and cripple his enemies. Providing support from the front lines, the Knight and warrior begin fighting in tandem with each other, driving back the Warlock's horde and ultimately winning the battle.

The Ultimate Enhancer[edit]


Synergists are incredibly rare in the world of adventuring, as there are hardly any individuals out there who are willing to give up their own splendor to give someone else the leading edge in combat. Many Synergists maintain some kind of position within a hometown or city as public officials and volunteer workers for the community when not out braving the wilderness alongside a trusted group of companions. Those who have ventured alongside a Synergist speak nothing but divine praises about their powers and abilities, and in the rare occasion that a Synergist decides to go out on a journey, many parties beg and banter for the chance at claiming them in their team.

Untapped Potential

The role in which a Synergist really and truly shines is in blessing, enchanting, and otherwise magically improving the party through a long list of powerful spells and abilities. Synergists study magic from multiple different books and tomes; some stem from divine intervention, similar to the blessings of a Cleric; others are skillfully crafted invocations and charms reminiscent of the positive spells of the Wizard; others still produce powerful magic similar to that of a Bard's song. This wide range of different spells and incantations does come with a price, however. As Synergists devote their entire lives towards improving every aspect of their party and providing indirect punishment towards the enemy, they sacrifice the ability to call upon more direct ways of inflicting harm or good through magical means. As such, Synergists also spend some time training to be proficient in physical combat; they can spend years before their magical education even begins focusing on the art of the sword.

Creating a Synergist[edit]

Quick Build

You can make a Synergist quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution.

Class Features

As a Synergist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Synergist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Synergist level after 1st


Armor: Light armor, Medium armor, and Shields
Weapons: all Simple Weapons
Tools: Alchemist's Supplies and Herbalism Kit
Saving Throws: Constitution and Charisma
Skills: Choose any two from the following: Arcana, History, Insight, Medicine, Performance, and Religion


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Longsword and shield or (b) Any Simple weapon
  • (a) Leather Armor or (b) Chain Shirt
  • (a) Herbalsim Kit or (b) Alchemy Set
  • A Longbow, 20 Arrows, and an Explorer's Pack
  • (a) An Arcane Focus or (b) A Holy Symbol

Table: The Synergist

Level Proficiency
Features Cantrips Known Spell known Synergist feature points —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Synergist feature 3 1+1 1 2
2nd +2 3 2+1 2 3
3rd +2 Synergist Tradition Feature 3 3+1 3 4 2
4th +2 Ability Score Improvement 4 3+2 4 4 3
5th +3 Synergist feature 4 4+2 5 4 3 2
6th +3 Synergist Tradition Feature 4 4+3 6 4 3 3
7th +3 4 5+3 7 4 3 3 1
8th +3 Ability Score Improvement, Multibless 4 5+4 8 4 3 3 2
9th +4 Synergist Tradition Feature 4 6+4 9 4 3 3 3 1
10th +4 Synergist feature 5 6+5 10 4 3 3 3 2
11th +4 5 7+5 11 4 3 3 3 2 1
12th +4 Ability Score Improvement, Synergist Tradition Feature, Multibless Improvement 5 7+6 12 4 3 3 3 2 1
13th +5 5 7+6 13 4 3 3 3 2 1 1
14th +5 5 8+6 14 4 3 3 3 2 1 1
15th +5 Synergist Tradition Feature, Synergist feature 5 8+6 15 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Multibless Improvement 5 8+7 16 4 3 3 3 2 1 1 1
17th +6 5 8+7 17 4 3 3 3 2 1 1 1 1
18th +6 Synergist Tradition Feature 5 9+7 18 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 9+7 19 4 3 3 3 3 2 1 1 1
20th +6 Tide Turner, Synergist feature 5 9+8 20 4 3 3 3 3 2 2 1 1


As a Synergist, you gain the ability to cast enhancement and/or debilitation spells. Further development of a Synergist allows them to learn and develop new ways of providing blessings and enhancement magic to the party as well as curses and debilitation magic to their enemies.

Spellcasting Modifier and save DC

Your spellcasting modifier is your Charisma modifier plus your proficiency bonus. Your spell save DC is 8 + your proficiency bonus + your Charisma modifier.


At 1st level, you know 3 cantrips of your choice from the Synergist spell list and one from the bard, cleric or synergist spell list. You learn additional Synergist cantrips of your choice at higher levels, as shown in the Cantrips column on the Synergist table.

Casting Spells

The Synergist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Synergist spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Synergist spells that are available for you to cast, choosing from the Synergist spell list. When you do so, choose a number of Synergist spells equal to your spellcasting modifier + your Synergist level (minimum of one spell). The spells must be of a level for which you have spell slots.

Spells Known

At 1st level, you know two 1st level spells of your choice from the synergist spell list and one from the bard, cleric or synergist spell list.

Ritual casting

The Spells Known column of the Synergist table shows when you learn more spells. The first number shows how many spells from the synergist spell list you know and the second number the number of spells from the bard or cleric list (you can still choose synergist spells for thoses)

Synergist Tradition[edit]

You can eventually learn to develop enhancements to be utilized in one of two ways, shown in the Synergist's Tradition. All Synergists are either Fortifiers, Superchargers, or Saboteurs. beginning at 3rd level, and gain benefits according to your Synergist Tradition as shown on the Synergist table as Synergist Tradition Feature. The different features of each tradition are shown below.

Synergist feature[edit]

At certain level, you learn ways to use your synergetic powers to buff your allies or curse your opponents. Each time you gain a synergist feature, you can chose one of the following features as a method you learn. In parentheses is the level required to learn the feature. Each feature require a certain number of points from your synergist pool to use, you regain all your points spent after a long rest.

Synergetic support[edit]

Synergists with this feature helps support their allies by adding an inspiration die to any ability checks, saves, or attack roll. This ability costs 1 point for a 1d4 inspiration die and each increase in die size costs one point. A creature can only have 1 inspiration die at a time. This requires an action to activate.

Curse Die[edit]

As an action, You can send a counter inspiration die to the enemy creature of your own choice. This die is rolled once when the enemy creature needs to role an attack roll, ability check, or ability save. This ability cost 1 point for a 1d4 inspiration die and each increase in die size costs one point. A creature can only have 1 curse die at a time.

Mass Blessings[edit]

You have learned how to do more with less, allowing magical energy to more evenly spread across the battlefield. As a part of casting your spell you can chose to shape it and extend its effect.

  • You shape a spell with a range of, self, touch, or single target, to take the form of an aura centered around you. The spell will project an aura centered on you. The base aura is a 30ft radius, and you can expand the radius by spending 1 synergy point per 5 feet you add. Any creature affected by this aura loses the benefit whenever they leave the aura. You can also increase the range of spell with other ranges by 5 feet per point you spend.
Supportive Hand[edit]

You can help another creature within 30ft of you with a saving throw; when the creature makes the saving throw, you can choose to give the creature advantage during the saving throw. Using this ability cost 1 synergy points.

Channel Health[edit]

As an action, for each point you spend from your synergist pool, you can cure a creature within a 20ft range a total of 1d4 hit points for one point and each die size increase costs 1 point from your synergist pool. You can extend the range by spending one point per 5 feet.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Starting at 8th level, you learn how to multitask on different spell effects at any given point in time. If you pass a successful DC 15 Concentration check before casting an additional spell that requires Concentration, you may retain concentration on the original effect(s) and maintain both at one time. You may do so for a number of spell effects equal to your spellcasting modifier; however, the Concentration DC increases by 2 for each additional spell you concentrate on. If you must make a concentration check because of damage, you must make a check for every spell you are currently concentrating on starting with the oldest. If You fail a Concentration check because of casting an additional spell you lose ALL spells including the spell you just cast.

At 12th level, the Multibless Concentration check goes to DC 10. At 16th level, if you fail a Concentration check due to an additional spell cast, you must roll a concentration check for each spell effect currently concentrated on. If you fail the spell you rolled for is lost.

Tide Turner[edit]

At 20th level, you have mastered the technique of enhancing the party with various magics. You may choose any one of the following features to apply to your spells. This is selected only once when you get this feature and cannot be changed. The features to select are as follows:

Amplify Magic

All spells from your bardic spells are cast with an additional 1d4 bonus applied to the effect.

Aura of Enhancement

Select a spell of 5th level or lower. By expending a 9th level spell slot, you can have that spell effect every friendly target within a 50ft diameter sphere centered upon you for 24 Hours. This does not require Concentration, even if the original spell does. Only one Aura may be active at any one time.



Fortifiers are Synergists who devote their every being to providing magical aid to their group in the form of extended spells and auras. Many parties swoon over their Fortifier, and while they may be capable of taking care of themselves, they are also protected by their team. Many Clerics and Bards look up to Fortifiers for their unparalleled magical acumen.

Armor Pack

At 3rd level, Fortifiers learn how to increase the defence of one person. As a bonus action, you can give yourself or another creature within 50ft of you an extra +1 AC until the end of your next turn. You can cast this a number of times equal to your Charisma modifier per long rest.

Aura of Protection

At 6th level, a Fortifier may expend a 3rd level spell slot to provide increased protection to those around them. The range of the aura is a 50ft diameter sphere centered upon the Fortifier that lasts for 4 Hours. Any friendly target in the sphere may reduce oncoming damage by the Fortifier's spellcasting modifier + their Synergist level. The Fortifier does not benefit from this aura. Only one Aura may be active at any one time. You can cast this a number of times equal to your Charisma modifier.

Sword of Promise

At 9th level, a Fortifier's spiritual essence can be condensed and transferred into weapons. This essence gives a weapon a divine spirit that bestows a keen accuracy upon its wielder. Though the name is the "Sword of Promise", any melee weapon can be bestowed this energy to be improved.

Creating a Sword of Promise requires a ritual that can only be done during a long rest, and requires 3 of the Fortifier's unused spell slots and will not be regained in the long rest. Upon completing the ritual, a weapon then becomes a Sword of Promise, and gains the following benefits:

  • ) The weapon becomes magical in nature, even if it wasn't normally magical before.
  • ) The weapon's enhancement bonus - if any - increases by +1 for every 6 total spell levels expended, to a maximum of +5.
  • ) The weapon deals an additional 1d8 points of damage of the weapon's type.

A Sword of Promise cannot confer its benefits unless the wielder attunes to the sword, a process that requires 2 Hours in meditation with the Fortifier.

Once a Sword of Promise has been made, the energy remains potent for 24 Hours. After which time, it becomes inert and must be recharged with energy.

Natural Armor

At 12th level, the Fortifier gains a bonus to his AC equal to his spellcasting modifier/2, and his/her Aura of Protection gives friendly targets 1/2 that bonus.

Aura of Regeneration

At 15th level, the Fortifier may expend an 8th level spell slot to generate a healing energy to allies nearby. The range of the aura is a 50ft diameter sphere centered upon the Fortifier that lasts for 1 Minute. Any friendly target within the aura regains HP at the beginning of each round equal to 1d8 plus the Fortifier's spellcasting modifier. Only one Aura may be active at any one time. This can be used once per long rest.

Aura of Supremacy

At 18th level, a Fortifier may expend a 9th level spell slot to generate an overwhelming magical field, capable of enhancing the party's ability to deliver damaging blows. The range of the aura is a 50ft diameter sphere centered upon the Fortifier that lasts for 1 Minute (10 rounds). Any friendly target within the aura gains a bonus to attack and damage rolls equal to the Fortifier's spellcasting modifier. Only one Aura may be active at any one time.



Superchargers are Synergists who spend some time learning how to implant magic into themselves and other people, making them able to work on their own if need be. Many Fighters and Paladins are awestruck when they see a Supercharger rush in and carry the weight of an army on their shoulders. However, at their core, Superchargers are supportive warriors first, and party leaders second. Their litany of augmenting and debilitating spells are still used to great effect when the Supercharger can rely on the team.

Enchant Blade

Beginning at 3rd level, you can temporarily enchant a blade to give a bonus 1d6 of the following damage types: Acid, Cold, Fire, Lightning, Necrotic, Poison, and Radiant

Magical Resilience

At 6th level, a Supercharger gains enough understanding of magical enhancements that he/she learns how to implant magical energies into themselves and other people. Select a spell of 3rd level or lower. By expending a 3rd level spell slot during a long rest (you do not regain the spell slot during the long rest), you may add that spell's effect to yourself. This effect does not require concentration and lasts your spellcasting modifier multiplied by 1 Hour; after which you lose the effect.

Magical Blade

At 9th level, your training in magic augmentation has awakened your reflexes to lightning speed. You may attack twice, instead of once, whenever you take the Attack Action on your turn. You make an additional attack at 18th level, amounting to a total of three attacks whenever you take the Attack Action.

Magical Fighting Style

By 12th level, your time spent studying magical combat has honed your skills to a new level. Select one of the following fighting styles listed below. Your fighting style cannot change once it has been selected:

  • ) Magus - Whenever you take the Attack action on your turn, and you successfully hit a target with one attack, you may use your bonus action to cast a debilitation spell on your opponent. The opponent has disadvantage on the saving throw to this spell.
  • ) Magic Defender - Whenever a spell affects you or a nearby ally within 50ft of you, you may use your bonus action to cast an augmentation spell on the affected target. When you do so, the augmentation spell goes into effect first, before the affecting spell.
  • ) Arcane Fighter - You may add your spellcasting modifier to your attack and damage rolls.
  • ) Eldritch Sapper - Whenever you successfully hit an opponent with an attack or affect an opponent with a debilitation spell, the opponent takes a penalty to their AC and attack rolls equal to your proficiency bonus.
Enchanted Vitality

Superchargers at 15th level are far more resilient and healthy than their regular counterparts. Whenever you are unarmored, your AC equals 13 + your Dexterity modifier + your spellcasting modifier/2. In addition, you may add your spellcasting modifier your HP total in determining maximum Hit Points and Hit Die recovery, in addition to your Constitution modifier. This effect is NOT retroactive for the purposes of hit point totals.

Embodiment of Enhancement

At 18th level, you are permanently under the effects of any spell you have known of 3rd level and lower, and whenever you cast a spell, this effect will also be placed without the need of a Concentration check. Friendly targets get this spell effect at its intended duration, and at the lowest spell level possible.


Although some Synergists devote time to enhancing a party with its various invocations, sometimes a Synergist must take up a more sinister blade. In this, they instead take upon the role of the elusive Saboteur: an arcanist of no equal whose debilitating powers make them critical in felling the mightiest and most fearsome of of targets.Such powers are only in play whenever there is a critical need for subterfuge or deception, and many Saboteurs are considered dastardly criminals in the process.

Brand of Sabotage

Beginning at 3rd level, and every 6 levels afterwards, a Saboteur may learn and prepare two additional Synergist spells that confer penalties to a target's abilities or impose disadvantage on rolls. These spells are always considered prepared and do not count against the list of prepared spells a Synergist may have available.

In addition, whenever a Saboteur makes a sucessful attack against an opponent, he may use his bonus action to brand that opponent until the start of the Saboteur's next turn. While an opponent is branded, they suffer a penalty to attack and damage rolls equal to the Saboteur's Proficiency bonus.

Curse of the Scorned

At 6th level, a Saboteur can invoke a terrible curse - originating from the cries of those who have been wronged in times before - affecting one enemy within a 50ft range. The Saboteur can choose not to affect a number of targets within the sphere equal to or less than his spellcasting modifier + his proficiency bonus.

Opponents affected must make a Charisma saving throw against the Saboteur's Spell Save DC. On a successful save, an opponent takes 1d4 Psychic damage but otherwise suffers no other ill effects. On a failed save, however, the targets are cursed by the Scorned for 1 Minute. While cursed, an opponent suffers disadvantage on saving throws against the Saboteurs debilitation spells and may not benefit from Psychic Resistance. In addition, an opponent takes additional Psychic damage equal to 1d6 plus the Saboteurs spellcasting modifier whenever they are damaged while under the effects of the curse. On each of the opponent's turns, an opponent may make an additional Charisma saving throw - with disadvantage imposed from the curse itself - ending the effect on itself on a success.

Once you use this ability, you cannot use it again until you finish a long rest.

Mind Trick

At 9th level, you have developed a mind for the cunning. You gain any two skill proficiencies that require Dexterity or Intelligence, and gain Expertise in the selected skills (Gaining double your proficiency bonus to associated skill checks).

{Sixty Years' Judgement

By 12th level, you have mastered the techniques behind debilitation magic. Any Synergist spell you cast that debilitates opponents imposes disadvantage on the associated saving throw.

Slippery Mind

By 15th level, you have acquired superior mental strength. Whenever you make an Intelligence or Wisdom saving throw, you gain an advantage on the roll. Once you use this ability, you cannot use it again for 1 Minute.

Hex of the Seven Heavens

By 18th level, you have acquired the power to draw upon the most eldritch of curses. By expending 1 7th and 1 8th level spell slot, you may curse all hostile targets within line of sight with the Hex of Seven Heavens. Opponents victim to the curse must make a Wisdom saving throw equal to your Spell Save DC. On a failed save, they are cursed for 1 Week. While cursed by the Hex of Seven Heavens, an opponent takes all hits as critical hits and has vulnerability to three types of damage that the Saboteur chooses. In addition, they have disadvantage to all saving throws made as a result of a spell being cast at them, and cannot benefit from any Resistances they may have previously had. On a successful save, the target suffers no ill effects from the curse, but take Psychic damage equal to 3d10 + your Character Level as a result of the immense magical pressure being placed upon them.

Synergist Spell List[edit]

Listed below are all of the spells that are in the Synergist spell list.

blade ward, mage hand, true strike, friends, vicious mockery, dancing lights, light, mending, message, spare the dying
1st Level
shield, unseen servant, comprehend languages, detect magic, identify, speak with animals, animal friendship, bane, charm person, heroism, hideous laughter, sleep, cure wounds, faerie fire, healing word, feather fall, longstrider
2nd Level
lesser restoration, detect thoughts, locate animals or plants, locate object, see invisibility, animal messenger, calm emotions, crown of madness, enthrall, hold person, suggestion, zone of truth, shatter, invisibility, magic mouth, phantasmal force, silence, blindness/deafness, enhance ability, enlarge/reduce
3rd Level
dispel magic, glyph of warding, nondetection, stinking cloud, clairvoyance, tongues, sending, tiny hut, fear, hypnotic pattern, major image, bestow curse, feign death, plant growth, speak with plants, fly, haste, slow
4th Level
freedom of movement, dimension door, locate creature, compulsion, confusion, greater invisibility, polymorph
5th Level
greater restoration, planar binding, teleportation circle, legend lore, scrying, dominate person, geas, hold monster, modify memory, mass cure wounds, dream, mislead, seeming, raise dead, animate objects, awaken
6th Level
guards and wards, find the path, true seeing, irresistible dance, mass suggestion, programmed illusion, eyebite
7th Level
symbol, magnificent mansion, teleport, arcane sword, forcecage, mirage arcane, project image, resurrection, etherealness, regenerate
8th Level
mind blank, dominate monster, feeblemind, power word stun, glibness, control weather
9th Level
foresight, power word kill, power word heal, true polymorph


Prerequisites. To qualify for multiclassing into the Synergist class, you must meet these prerequisites: CHA 15 or higher and CON 13 or higher.

Proficiencies. When you multiclass into the Synergist class, you gain 1 proficiencies from the following list: Arcana, History, Insight, Medicine, Performance, and Religion

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